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Ruoxi Guo

Publications and source records attributed to Ruoxi Guo.

3 recordsLinked to original sources

Mocap-2-to-3: Multi-view Lifting for Monocular Motion Recovery with 2D Pretraining

Human motion recovery for real-world interaction demands both precise action details and metric-scale trajectories. Recovering absolute human pose from monocular input presents a viable solution, but faces two main challenges: (1) models' reliance on 3D training data from constrained environments limits their out-of-distribution generalization; and (2) the inherent difficulty of estimating metric-scale poses from monocular observations. This paper introduces Mocap-2-to-3, a novel framework that differs from prior HMR methods by recovering absolute poses from monocular input and leveraging abundant 2D data to enhance 3D motion recovery. To effectively utilize the action priors and diversity in large-scale 2D datasets, we reformulate 3D motion as a multi-view synthesis process and divide the training into two stages: a single-view diffusion model is first pre-trained on extensive 2D data, followed by multi-view fine-tuning on 3D data, thus achieving a combination of strong priors and geometric constraints. Furthermore, to recover absolute poses, we introduce a novel human motion representation that decouples the learning of local pose and global movements, while encoding ground geometric priors to accelerate convergence, thereby yielding more precise positioning in the physical world. Experiments on in-the-wild benchmarks show that our method outperforms state-of-the-art approaches in both camera-space motion realism and world-grounded human positioning, while exhibiting strong generalization capability.

cs.CV

Motion-2-To-3: Leveraging 2D Motion Data for 3D Motion Generations

Text-driven human motion synthesis has showcased its potential for revolutionizing motion design in the movie and game industry. Existing methods often rely on 3D motion capture data, which requires special setups, resulting in high costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore the use of 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-2D motion pairs. Then we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Evaluations on the well-acknowledged dataset and novel text prompts demonstrate that our method can efficiently utilize 2D data, supporting a wider range of realistic 3D human motion generation. Our code is publicly available at https://zju3dv.github.io/Motion-2-to-3/.

cs.CV

Watertightization of Trimmed Surfaces at Intersection Boundary

This paper introduces a watertight technique to deal with the boundary representation of surface-surface intersection in CAD. Surfaces play an important role in today's geometric design. The mathematical model of non-uniform rational B-spline surfaces (NURBS) is the mainstream and ISO standard. In the situation of surface-surface intersection, things are a little complicated, for some parts of surfaces may be cut-off, so called trimmed surfaces occur, which is the central topic in the past decades in CAD community of both academia and industry. The main problem is that the parametric domain of the trimmed surface generally is not the standard square or rectangle, and rather, typically, bounded by curves, based on point inverse of the intersection points and interpolated. The existence of gaps or overlaps at the intersection boundary makes hard the preprocessing of CAE and other downstream applications. The NURBS are in this case hard to keep a closed form. In common, a special data structure of intersection curves must be affiliated to support downstream applications, while the data structure of the whole CAD system is not unified, and the calculation is not efficient. In terms of Bezier surface, a special case of NURBS, this paper designs a reparameterization or normalization to transform the trimmed surface into a group of Bezier surface patches in standard parametric domain [0,1]X[0,1]. And then the boundary curve of normalized Bezier surface patch can be replaced by the intersection curve to realize watertight along the boundary. In this way, the trimmed surface is wiped out, the "gap" between CAD and CAE is closed.

cs.GR